add-assets
Original:🇺🇸 English
Translated
Replace geometric shapes with pixel art sprites — recognizable characters, enemies, and items with optional animation
2installs
Added on
NPX Install
npx skill4agent add opusgamelabs/game-creator add-assetsTags
Translated version includes tags in frontmatterSKILL.md Content
View Translation Comparison →Add Assets
Replace basic geometric shapes (circles, rectangles) with pixel art sprites for all game entities. Every character, enemy, item, and projectile gets a recognizable visual identity — all generated as code, no external image files needed.
Instructions
Analyze the game at (or the current directory if no path given).
$ARGUMENTSFirst, load the game-assets skill to get the full pixel art system, archetypes, and integration patterns.
Step 1: Audit
- Read to identify the engine (Phaser or Three.js — this skill is Phaser-focused)
package.json - Read to understand entity types, colors, and sizes
src/core/Constants.js - Read all entity files () and find every
src/entities/*.js,generateTexture(),fillCircle(), orfillRect()call that creates an entity spritefillEllipse() - Read scene files to check for inline shape drawing used as game entities
- List every entity that currently uses geometric shapes
Step 2: Plan
Present a table of sprites to create:
| Entity | Archetype | Grid | Frames | Description |
|---|---|---|---|---|
| Player | Humanoid | 16x16 | 4 | ... |
| Enemy X | Flying | 16x16 | 2 | ... |
| Pickup | Item | 8x8 | 1 | ... |
Choose the palette that best matches the game's existing color scheme:
- DARK — gothic, horror, dark fantasy
- BRIGHT — arcade, platformer, casual
- RETRO — NES-style, muted tones
Explain: "Each entity will get a pixel art sprite defined as a grid of color indices. At 16x16 scaled 2x, they render at 32x32 pixels — small and retro but recognizable. Animations use 2-4 frames for walk cycles and wing flaps."
Step 3: Implement
- Create — the
src/core/PixelRenderer.jsandrenderPixelArt()utility functionsrenderSpriteSheet() - Create — the shared color palette
src/sprites/palette.js - Create sprite data files in :
src/sprites/- — player idle + walk frames
player.js - — all enemy type sprites and frames
enemies.js - — pickups, gems, hearts, etc.
items.js - — bullets, fireballs, bolts (if applicable)
projectiles.js
- Update each entity constructor:
- Replace /
fillCircle()withgenerateTexture()orrenderPixelArt()renderSpriteSheet() - Add Phaser animations for entities with multiple frames
- Adjust physics body dimensions if sprite size changed (or
setCircle())setSize()
- Replace
- For static items (gems, pickups), add a bob tween if not already present
Step 4: Verify
- Run to confirm no errors
npm run build - Check that collision detection still works (physics bodies may need size adjustments)
- List all files created and modified
- Remind the user to run the game and check visuals
- Suggest running to update visual regression snapshots since all entities look different now
/game-creator:qa-game
Next Step
Tell the user:
Your game entities now have pixel art sprites instead of geometric shapes! Each character, enemy, and item has a distinct visual identity.Files created:
— rendering enginesrc/core/PixelRenderer.js — shared color palettesrc/sprites/palette.js ,src/sprites/player.js,enemies.js— sprite dataitems.jsRun the game to see the new visuals. If you have Playwright tests, runto update the visual regression snapshots./game-creator:qa-game